I started making "games" about ten years ago as a hobby. I started with unity, and like you said the number of tutorials and other beginner-friendly resources was a big plus. During my time in University for Game Design, I learned and focused on Unreal. Nowadays I work with Godot using C# (because I used C# daily for my job). The reason I chose Godot over the other two is that I always felt like I was hacking Unity to make the engine work - like none of the engine's pieces really fit together, and I don't need most of the powerful features Unreal has. Using Godot, the engine feels like it fits together mostly seamlessly, and coding in C# (or GD Script) feels GOOD. I work as a senior-level engineer (unrelated to games), and for me, it just feels like I have more control over Godot, and it's easier to build a mental framework on how everything fits together than it is in either Unity or Unreal. I feel like I'm using Godot instead of fighting it or hacking it. Of course, Engine preferences are highly subjective, but that's what makes them so important and personal to lots of people. When choosing an engine play to your own strengths and weaknesses.
Hey please sry but I'd appreciate if you could help me out. I want to work as a software dev but I need answers to lots of questions. I've gotten the basics of c++ down. Now just the basics, I want to further my knowledge by practicing advanced topics, learning more on OOP etc. But I don't know what next. I saw alot that reading code helps but I don't even know where to read codes from. Is it GitHub? I see complex codes I just cant wrap my head around. How do I go about studying others code? I hear of debugging tools that help, what are they? How do they help? After all that what do I do next? I hear there are frameworks, should I learn them? Or is it bad practice using them(is there like an unspoken rule against using frameworks, like a gatekeeping thing?) Contrary to writing programs from scratch? What tools do software devs use? Applications I should learn? What are libraries? I know of math library, the cmath, is there more to libraries that this? Do specific projects require specific libraries? And what level(?) Do I need to reach to say I can now apply for entry level positions/internships? Should I have a firm understanding of OOP? Have experience building softwares? I need a practical roadmap. Not one that says, "learn a programing language, practice practice practice.." I know that. I mean, an actual practical roadmap. What do I learn. After getting a good understanding, what do I goto next
@@69thApostleOfShindoL I'm not sure if this question is for me or not, but here is a generic suggestion without knowing you, your experience, your target field, or what kind of development you're actually aiming for. Focus - choose a specialization for your development. Backend, frontend, data, games, software, web, full-stack etc. Do some research on what area interests you, and then figure out what technology (programming languages, frameworks, paradigms, etc) are used in that specialization this will answer some of the OOP and framework questions you have. Now that you know what technology to focus on, Learn the basics - I consider this just learning and familiarizing yourself with the syntax of the language, and the rules and particulars of any applicable frameworks. For example, if you wanted to be a frontend developer, this is when you would learn something like JavaScript, and React. Once you know the basics, and can write simple programs on your own - dive deeper. Try to make something more complex based solely on what you know and let yourself encounter issues and hit walls that will force you to figure stuff out. If you want to do web development, try to copy a page from a popular website. For games, create a classic arcade game like pong, asteroids, Pacman, etc. If it is back-end development try writing a simple TODO app by building a CRUD API. Finally, build a portfolio. Use what you've learned and build out a handful of projects that showcase the skills that are in demand for your chosen field. When it comes to your portfolio remember that your portfolio is only as good as your worse project, so make sure it looks, feels, and functions well. This is what you will direct potential employers to in your resume. As far as positions and employment opportunities are concerned, every company and region is different - take a look at the job descriptions in your local region or area you want to be in. The truth is there are a hundred different ways to break into the industry so finding a step-by-step on exactly what you should do will likely never be 100% what YOU should do. That said, learning the basics, diving deeper, and then showcasing your newfound talents is always a good path forward. I hope this helps.
@@joshuamorris1851 Yes sorry, I was directing the question to you actually. And from your reply, some of my questions have been answered, the rest also should be if I follow your advice/suggestion and get to it. Thank you.
Working in Unity feels like you're fighting the engine instead of making a game. At least that was my experience, getting errors right after you create a new project is not a good look.
Back when I was a kid and didn't know how games worked, I wondered if 3d games just saved millions of photos and just stitched them together using an algorithm.
I've switched back and forth between Godot and Unity a couple times. Unity has always been confusing to me. Perhaps ironically I've never had an issue picking up C# (I'm a software dev professionally) so the coding in Unity was easy. But the UI and just figuring out how to do anything in the engine has always been painful. I'm used to just figuring things out as I go, but with Unity I always needed a tutorial for every little thing. With Godot I rarely need a tutorial. The docs and engine are usually intuitive enough on their own. I've even switched to C# with Godot (and then I switched to Rust, but now I'm switching back to C# because it's better supported going forward). Unity is much larger than Godot too, so with Unity the learning curve is much steeper and longer, while in Godot I feel that I've already got a good grasp of how everything works. It follows a consistent design and the node system is really intuitive for me (given my background in OOP).
Yeah, the first thing that comes into my mind nowadays when I hear "Unity" is "confusion". It's become so fucking confusing and inconsistent. 3 different rendering pipelines (plus "this package doesn't work with URP, that one not with Built-in and this one not with 2021.2.34g and later because...um..."), 2 different input manager-whatever-things (of course entirely incompatible with each other), packages that stay in "preview" (or what it's currently called, i think in the latest alpha it's now "pre-release", not even _that_ is consistent!) forever and then all of a sudden switch to "deprecated" or just disappear entirely, features go in, features go out, let's try this, let's try that, ah shit, we should've kept that...ah well, guess nobody will notice, let's move on! It's like walking across a construction site without a hard hat - here something is being built, there something is torn down, gaping holes in the ground over there, shit on the floor you constantly trip over and you're always scared that some asshole drops a hammer from 10m above that smashes your skull...
As for GD script not being super useful outside of Godot - it has a lot of similarities to Python, so there's that at least! Look forward to more Godot content from you :)
It's pretty much syntactically identical to python, it would just be a case of learning how python fundamentally works (pip packages etc) And besides, Godot I feel is an engine designed for someone who already knows how to code. Once you can code generally, you can pick up gdscript in an evening or two.
@@priestoffern1608 Hah, yeah I can't speak to that. Not much of a coder myself yet - but python has been the language that I've been able to understand more than any so far.
I absolutely agree with your opinion on Unity seeming really complicated. I’ve made several games (I’ve only actually released one which was for a game jam) with just vanilla JavaScript and the difference in experience is absurd. Unity has so many concepts to learn that it just gets frustrating. Especially with scripting, Unity just has an insane number of keywords, methods, components, etc… that it forced me to either look for a tutorial or to read through the API documentation for hours. Even then that sometimes doesn’t help. One such example is trying to use shadows with unlit shaders. You just have to put in some arbitrary keywords and then it just does it, but it says this nowhere in the documentation from what I can find and I just had to look it up and found someone else who figured it out. Just stupid things like that, which, admittedly, are absolutely possible in other game engines, I just haven’t really had time to run into them there.
Yeah I can understand what you mean. Although I've only briefly worked in it, it does truly seem like whenever you're working with the engine your just duct-taping together something that works lol.
Guys, it depends what you want. If you want a hobby/solo indie dev you can choose any engine. If you want to work in a game industry you choose Unity or Unreal, depending on the size of the project you want to be a part of. Choosing an engine just because you like programming in it more/feels better is a terrible idea. It takes a lot of factors but I can tell you that finding a job after doing Godot 2 years will be hard and it would be easy if you did it in Unity/UE. So, be smart with your choice and think really hard what you want to do. Work in a company or do it as hobby until you make it/don't make it. Or both, I do both currently so switching to Godot would be like shooting myself in the foot. Personally, if you want to have the most chances for "success" as a solo dev/very small team. Unity hands down. Again, this is just a personal opinion and you could find success with any engine. Construct 3, PlayCanvas, Unity, Unreal, Godot, GameMaker, Babylon, etc... (used most of them at some point but Unity/Unreal would be my only picks. Not because I prefer them but because they have the best chances for a good outcome and to make your life easier in making the game). Just to make a nice joke, and make some of you question things, you can actually code in C++ in Unity and apply it to the GameObject.
I agree, Unity and Unreal definitely have the most job opportunities. I mean like I said in the video I'm not interested in pursuing game development in a corporate/career sense. I only want to pursue it as an indie developer.
Yes, thank you and god bless you for saying this. I ended up choosing godot due to all the high praise it's getting recently and only realised my mistake 2 months later. Now having to switch to unity from godot is kinda brutal
Great video! I'm switching to Godot soon too, I just have to wrap up my main project first. Funny enough I didn't even know there were other options 3 years ago when I started. I just typed in "How to make a video game" and the first result was a Unity tutorial. Over those 3 years though (and while working on this main project) I've learned and used many other engines and about what I want from an engine. And my first and strongest desire was that I owe nobody, no license or payment plan. If I put in the work, then I reap the benefits. Imagine if a sculpter had to log in to an account and pay a licence to sculpt! Or a painter needed a pro license to oil paint (standard license only gets acrylic)! Or if all art had a stamp on it saying "made with x tools". Although lots of art is like that (people who rent instruments for example, or Photoshop as another) so it's just my thoughts. I prefer to pay once and own it, and in the case of game engines have source access too. Mixing art and freemium licences in such a way feels too unnatural for me, when there is an alternative. But that's just my first reason. I look forward to seeing your Godot tutorials. Also, I beg you, please pronounce the engine name correctly! I haven't seen anyone in this community pronounce the name of their own engine correctly, and I wanted to ask for you to lead the way. In the "Press Kit" section of the Godot website it says the name should be pronounced "God-oh". Not "Guh-doh". It took me a week to switch the name in my brain after I learnt that. I also watched the play the engine was named after, "Waiting for Godot", on TH-cam. Still, I look forward to seeing what you make in Godot. I hope I didn't bore you! This was a lot of writing and revising.
I 100% agree with what you said, it makes plenty of sense to not want to owe a corporation for something you made yourself. I also believe that single time purchases, even if they are expensive, are infinitely better than payment plans. I liked how you compared game development like any other artform. I'm glad that you look forward to my tutorials I hope I don't disappoint lol. Thanks for the tip about the pronunciation , I had no idea! I truly thought that there was no accepted pronunciation haha. I really appreciated this comment, thank you!
I work with phaser3 in my day-job and wanted to learn making games in either unity or Godot. I used unity for a while and felt that it's complex for me, so I've shifted to Godot recently. I subscribed to your channel, Looking forward for more videos on Godot.
@@Etienne_H We do 2D mostly, Phaser3 has all the features that you need to build a complete 2D game, It even has MatterJS integrated, which is one of the best 2D physics library
@@Vrum89 Yeah, Go for it. But there's another library called Kaboomjs, which is also quite good, I think it's a bit easier to start with If you're new to building games in JS, but there are very less tutorials for that.
@@mohanvaddi thanks a lot! My focus (even if I love videogames) it's to create a good knowledge of js (I worked as a developer in a closed system (SAP) for 10 years and I need to upgrade my skill knowledge :) ) I'm looking forward to dive into Phaser (tutorial and community are also more important then the framework itself) ;)
1:45 YES! I can write a program a heck of a lot faster in pure code than in unity. It's just weird, though it does help a lot. Until I get used to it I will likely remain slow with it.
I chose to follow you, i myself are starting with Godot as well. I never made games, but my nephew is wild for it. And i wish to learn it toghether with him. Godot talked to us for various of reasons, a big one was open source, the included documentation and also it seems like their community is heavily growing and that there is alot of time spent by various bright minds on Godot. Godot has so far been easy and a fun ride for us, and yes - there surely is ALOT of things we haven't understood yet. But we have all necesary documentation to learn it toghether with tutorials about how certain stuff is done. As you said what prop. needs to change and get better with Godot is Tutorials and maybe some more challenges like "Pass the game", and smaller tournaments etc. where you get behind the scenes with a developer while said developer has 24 hours or such to build a portion of a game. Then the next follows etc. Since such videos gives a major insight into the choices and thoughts of the developers. Which alot of times helps just as much as a whole tutorial video. Those kind of videos normally also gains alot more views than simple tutorial videos. Because they are quite fun. :) so could also help grow the overall footprint of Godot.
I would love for someone to develop a reinforcement learning plugin for Godot, like ML Agents in Unity. Doesn't have to come out of the gate full featured like ML Agents, but maybe little by little, with new features added in time.
1:59 - 2:13 this was one of the reasons i quickly switched to using godot when i started trying to make games; unity's editor gives me an anxiety attack just looking at all of the stuff in my face, and it's all a little vague in some parts. i like the structure of godot, it's clean and doesn't require the user to look through videos to even figure it's editor out properly. my main decision for going with godot is it's simplicity; with godot, i can prototype a character controller of any kind in literal minutes. i was never able to do that with unity, and quick iteration is my go-to route for game projects. and while there are far less tutorials, the documentation of godot explains everything well, especially the nodes it structures it's editor around. all around i think it's a good engine, and even if people prefer unity or unreal or any other engine, i'd still recommend trying it because it's a nice breath of fresh air, a decent all-rounder and the Godot 4 features that will be available are very exciting :)
I was watching your video and was thinking you had like atleast 10k subs already and there you are sitting at close to 600. You definitely deserve more, keep it up!
what is that funny purple rock at 4:16? I'm currently using Notion and i would like to see something simllar to this, especially that you compare this to change from micrsoft to linux
I started game dev with unity as a hobby, but I recently got into Godot and I have to say I highly prefer it over unity. Not only it feels intuitive to use with it's own scripting language and node system, but it has a really great documentation. It is such a treat when I feel like I can understand everything about an engine just by reading its own documentation and tutorials. I also don't agree that coding with Godot doesn't give you useful skills outside of game dev. You can learn a lot about object-oriented programming and design patterns which can be useful regardless to what language you use.
Hey, welcome to the Godot community! And what you said 6:58 is the best thing a gamedev can do: make the same prototype in each of the engines, to learn the differences, pros and cons between each one of them. It's a healthy exercise and you end up learning a lot, plus you bring workflow things between each one of them.
holy shit. i got half way through the video and realised you only had 195 subs. your video quality gives off the impression that you have WAY MORE. you got a new sub
Lol I'm still using Scratch sometimes because of how simple it is, and because you are not really limited by errors/not working libs (it doesn't have any). It's also one of the only languages I know that includes a real "visuality", and is able to render itself lists and variables. I tried GameMaker, and it's pretty easy but it's monthly paid subscriptions to export are maybe too munch for me... Didn't know the existence of Godot until a few weeks ago, I'll maybe try it out
It's called ObsidianMD or just Obsidian. It's a lot more "barebones" than Notion if that's what your looking for. You can add plugins to give it more features but that can be a bit complicated. Honestly, one of the driving reasons why I see people moving to Obsidian is due to how customizable it is, and that it runs easier. Another feature to note is that it's all locally stored so if you wanna sync between devices you need to figure that out, Obsidian offers syncing at a paid price aswell.
4:22 I love Resolve and Obsidian, and I'm considering switching to Linux but the only thing stopping me is compatibility worries tbh. Great, very relatable examples and very useful video.
Been using Unity for 6 1/2 years, I have to stick with it right now, but... Godot has no sign in. Godot has waaaaaaaaaaaaaaaaaaaaaay less bloat. Godot has Vulkan. Godot installs for less than
Like the other commenter said, maybe you can find other solutions for porting to consoles from Godot. Hopefully you find the best choice for your situation!
@@error_27 I think they do this through translating the GLES 3.0 shader code to NVM Nintendos shader code, and also it’s possible because Godot is open source. Generally on a low level, you’ve got Window, Input, Audio, Graphics, Networking, maybe I missed one, and sub categories from there.
You should go to your nearest gas station or liquor store right now and buy a lottery ticket because you pretty much dodged the Tsar Bomba thermonuclear bomb with your decision to use Godot over Unity at this point after seeing the recent drama with Unity anyway.
Hi! I'm a Godot user myself. I've been using Unity (and still have it installed) but, today, I'm developing a game in Godot. I'm "kind of" trying to make videos to show my progress. Honestly, I like Godot much more then Unity, despite the lacks it has. Especially in 3D. One of the things that I miss the most is the LOD feature. But I heard its coming, in Godot 4. Usually, I don't comment on videos but, in this case, I had to congratulate you, for your effort. And, by the way, I'm a new sub of your channel. As always, if you need anything, in the Godot/Blender/Gimp subject, I'd be glad to help. Best of luck!
I didn't say it was useless. I said that it's "useless" in terms of a larger scope outside of game development and even that was a bit of exaggeration.
In my opinion, I feel like Clickteam is a really good engine (especially for 2D) that gets not a lot of attention. Godot is great, but with Clickteam, it's so organized and colorful, it makes it fun, and making commands is so straightforward you can get a lot of work done in a short amount of time. A hope you consider it, because it saved me a lot of headaches trying to learn GDscript and where everything is.
I've made games in clickteam in the past, and what I've learned is that it can be hard to find the code I'm looking for, even with all of the organizational tools it offers. Its fantastic for small games, but I've personally had troubles trying to make large projects in it from a code perspective. Global events ends up becoming a really large and tall monolith of groups and other various code. I do however, really like it's sprite editor. It's cool that it has one 🙂 It's might have also gotten better with age. I was using the standard 2.5 (not plus) so maybe my suffering has been fixed since then, haha
@@jameswoodland2719 Any code, really. Attempting to context switch from one section of code to another feels like a hassle. But it was also years ago so I don't remember much. I'd probably handle it better nowadays. I have just really grown fond of storing code into separate files with clearly written namings. Not being able to organize code by folders/files feels more difficult I guess
Since one of the Unity 2020 versions, there are frequent loading bar popups, that block the whole editor until application reload, reimporting, whatever finishes.These frequently take more than 10 seconds and appear when you do seemingly unrelated actions, like.. clicking on an asset? How is this even acceptable? Also, starting up a small 2D prototype project is more than a minute, and again, have fun staring at that loading bar. And then on the forums the devs have the audacity to claim that it always happened, just without the loading bar, which is a lie, the 2019 versions did not have this issue. I had a weaker PC and still released games, when now I can't even finish prototyping out of frustration. Well, Godot does not have this issue, it's fast to pick up, and it is getting better by the day. As for the programming languages, they are just tools. The programming fundamentals, algorithms and data structures don't change. Both C# and GDScript will give you enough transferrable skills to land a junior corporate job. For higher levels none of them help you, because you'd need to know different patterns that gamedev does not teach you, services, integrations, tools, etc.
It's called ObsidianMD or just Obsidian, its a local note-taking app that is referred as your "second brain". It looks pretty handy for note-taking and it has a wide range of community built plugins. It's probably not as robust as Notion but it runs better and has a better degree of customization.
Just to point out Godot Mono kinda defuncts your point regarding GDScript being an isolated language, making it superior to Unity, especially in Godot 4 where they actually use dotnet 6 which means you're literally writing just another C# project. Godot 3 Mono was mostly like that however it operated from the principal of managing the backend a bit with mono, in Godot 4 everything is native dotnet behavior supported by the dotnet sdk, you could (though why would you) fundamentally write a wrapper around the Godot tools, call that, and could make drop in replacement wrappers so you can make converting your game a lot simpler. Since it operates based on dotnet and mono which compile it directly, everything done with Godot Mono is just as applicable anywhere else. Also Godot supports other language bindings, especially Godot 4 with GDExtension, so you can use any language you want. Unreal, Unity, and Gamemaker don't even compare on that. (and you don't need to recompile the engine to do any of that which is a double plus) As an aside none of the other game engines have better input or GUI tools then Godot, and with Godot being less then a gig (or only a gig with 3D in Godot 4) and its project startup taking less then 10 seconds, with Godot 4 especially I'll probably never consider going to another engine (especially in knowing C# and C++ for which can also contribute to Godot, which I have, or modify it or extend it with GDExtension, which I'm also doing right now) And with the template system it makes developing for multiple platforms trivial, when console support comes (it'll probably be through W4 which will be the official console publisher for Godot) Godot 4 could easily take the world by storm.
That's exciting to hear! I had no idea that Godot integrated C# to that degree. I always thought GDscript was the primary way of scripting and that using C# would be more of a gimmick. I'm definitely looking forward to Godot 4.0. Thanks for the input!
this has been my internal debate for a while, I'm still pretty new to coding but I kinda decided to go for Unity because I felt that I could apply to dev jobs more easily in the future with an engine more widely used... But in reality I always get stuck in the learning process and feeling that I haven't learned anything, and from time to time I'm second guessing to go try Godot instead.
just try them both out and decide which one you like better! but I understand if you wanna learn unity for future jobs. Alternatively you could learn both but that might be difficult
Wow MAN finally somebody i can relate To. Droped starting Unity three times already just because I cant handle too much on screen and in my head, so I get lost everytime. Thanks for inspiration with Godot!
I was started working on unity 5.6. to hobby At the time didn't had a clue on anything, when 2017 was released. They changed the look and dropped monodevelop support, So I had to use visual studio what took aourn 15min to open. Sometimes later I heard from godot, suprised it size and how my pc doesn't die from it. Hovewer after a month i gave up Godot, mostly the node based scene just to much for me.
Godot does have mono version allowing C# usage, there is also the open source API's as well.... like you stated in the video. Hope you have a great day & Safe Travels!
I was learning SDL2 to learn C better I wanted to learn unity to make more complex games but for the same sort of reasons you mentioned every time I tried learning unity it felt clunky I might give godot a shot also how do you only have 700 subs these videos are high quality
you are so underrated bro. your editing mixed with your research and script-writing skills surpass most of the top youtubers of your category. great video!
Watching you vid through, I want to add that, C# in Unity uses a much older version of .NET like 4.0, we're on 7.0 now. C# is also Microsoft-centric. If you want to use it to learn programming you're basically locking yourself into the Microsoft Visual Studio ecosystem. GDscript is very close to Python, and Python is the most used scripting language on the market. Godot 4 brings Vulkan, everything is gonna change next year. There's only ONE problem with Godot really, and that is they could definitely become the next Unity3D in the next 5 or so years, with how incredibly good the software actually is.
@@froguish There are many other free up and coming engines too remember. A senior developer friend recently told me ‘You should always assume a companies gonna go full Disney some day’
I’m currently studying Game Design at Uni and it primarily focuses on using Unity and C#. Now, I really want to switch to Godot but i’m worried that my brain explodes from having to learn two game engines at once, any recommendations? could it be worth it to learn Godot as well as Unity? or should I just focus on Unity until I finish my studies?
Honestly it's hard to say since, it depends on the person. If you think that your brain will explode from trying to learn two things at once then don't do it! But, if you're not sure, maybe try it out for a bit and if everything feels like too much then you know to dial it back a bit.
Onion riiing Thanks, this video was useful. I really like how unity can do some things but as someone who used a lot of game maker, I feel like godot would be the second option until the dust clears with the merge
0:14 I just always thought they drew a bunch of pictures of every possible scenario of the game and showed them to you based on your input. Basically how animations are made but so complex it wouldn't be possible. How naiv of me...
Main reason I chose godot was its simplicity in its engine core. Unity felt bloated. Be cautious of the “grass is greener” effect, tho. Godot has some glaring weaknesses compared to Unity, especially with 3d. Also, despite being easily extensible, Godot has a tiny fraction of the amount of quality assets available to Unity users.
the reason I took the blue pill is because when I tried to follow a tutorial with unity it just didn't work even if I followed it to perfection and I know I followed it to perfection because it worked once and then stopped working even when I reverted back this is why I use godot it is actually consistent
I use both Unity and Godot, Unity for freelance work, and Godot for a part-time job. This brings forth the biggest flaw of Godot and gdscript, It's a pain in the ass in large teams and has poor expandability. Unity's C# is way better in pretty much every way, having namespaces, advanced inheritance, interfaces, better performance, honesty, and, most importantly, better IDE integration. Godot's UI is also a massive hinder to my productivity, there is too much useless design clutter and NO FLOATING WINDOW SUPPORT, this one hurts the most, I have multiple screen please let me reduce the clutter. The debugger is pretty neat, tho, i have to give it that, but the rest is not very nice. I could go on and on about reasons why Unity is better in practice, not in theory.
Great video!! I love the analysis, looking forward to your upcoming game building series! You should twitch your time building and playing with each engine.
I honestly prefer unity for these Reasons 1. I believe you have more freedom with unitys C# coding 2. I tried Godot and did not like it to much 3. I enjoy the text coding of unity I actully have my unity project open now
I've been using godot for about a year and I have switched to Godot 4 a few months ago and I must say, I fucking love it and it has so much potential. I just don't recommend Godot 4 beta for newcomers yet because of the lack of tutorials, which might make things difficult since Godot 3 GDScript 1.0 and Godot 4 GDScript 2.0 are very different. For anyone new with Godot: Stick to Godot 3 as almost every tutorial will be towards it.
Now Godot has edge over unity after the lastest unity scheme
Came here because of Unity's monetization announcement. Fuck Unity.
I started making "games" about ten years ago as a hobby. I started with unity, and like you said the number of tutorials and other beginner-friendly resources was a big plus. During my time in University for Game Design, I learned and focused on Unreal. Nowadays I work with Godot using C# (because I used C# daily for my job). The reason I chose Godot over the other two is that I always felt like I was hacking Unity to make the engine work - like none of the engine's pieces really fit together, and I don't need most of the powerful features Unreal has.
Using Godot, the engine feels like it fits together mostly seamlessly, and coding in C# (or GD Script) feels GOOD.
I work as a senior-level engineer (unrelated to games), and for me, it just feels like I have more control over Godot, and it's easier to build a mental framework on how everything fits together than it is in either Unity or Unreal. I feel like I'm using Godot instead of fighting it or hacking it. Of course, Engine preferences are highly subjective, but that's what makes them so important and personal to lots of people. When choosing an engine play to your own strengths and weaknesses.
Totally understand what you mean, Unity definitely feels like you are almost "tricking" the engine into doing what you want haha
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Hey please sry but I'd appreciate if you could help me out. I want to work as a software dev but I need answers to lots of questions.
I've gotten the basics of c++ down. Now just the basics, I want to further my knowledge by practicing advanced topics, learning more on OOP etc. But I don't know what next. I saw alot that reading code helps but I don't even know where to read codes from. Is it GitHub? I see complex codes I just cant wrap my head around. How do I go about studying others code? I hear of debugging tools that help, what are they? How do they help?
After all that what do I do next? I hear there are frameworks, should I learn them? Or is it bad practice using them(is there like an unspoken rule against using frameworks, like a gatekeeping thing?) Contrary to writing programs from scratch?
What tools do software devs use? Applications I should learn? What are libraries? I know of math library, the cmath, is there more to libraries that this? Do specific projects require specific libraries?
And what level(?) Do I need to reach to say I can now apply for entry level positions/internships? Should I have a firm understanding of OOP? Have experience building softwares?
I need a practical roadmap. Not one that says, "learn a programing language, practice practice practice.." I know that. I mean, an actual practical roadmap. What do I learn. After getting a good understanding, what do I goto next
@@69thApostleOfShindoL I'm not sure if this question is for me or not, but here is a generic suggestion without knowing you, your experience, your target field, or what kind of development you're actually aiming for.
Focus - choose a specialization for your development. Backend, frontend, data, games, software, web, full-stack etc. Do some research on what area interests you, and then figure out what technology (programming languages, frameworks, paradigms, etc) are used in that specialization this will answer some of the OOP and framework questions you have.
Now that you know what technology to focus on, Learn the basics - I consider this just learning and familiarizing yourself with the syntax of the language, and the rules and particulars of any applicable frameworks. For example, if you wanted to be a frontend developer, this is when you would learn something like JavaScript, and React.
Once you know the basics, and can write simple programs on your own - dive deeper. Try to make something more complex based solely on what you know and let yourself encounter issues and hit walls that will force you to figure stuff out. If you want to do web development, try to copy a page from a popular website. For games, create a classic arcade game like pong, asteroids, Pacman, etc. If it is back-end development try writing a simple TODO app by building a CRUD API.
Finally, build a portfolio. Use what you've learned and build out a handful of projects that showcase the skills that are in demand for your chosen field. When it comes to your portfolio remember that your portfolio is only as good as your worse project, so make sure it looks, feels, and functions well. This is what you will direct potential employers to in your resume.
As far as positions and employment opportunities are concerned, every company and region is different - take a look at the job descriptions in your local region or area you want to be in.
The truth is there are a hundred different ways to break into the industry so finding a step-by-step on exactly what you should do will likely never be 100% what YOU should do. That said, learning the basics, diving deeper, and then showcasing your newfound talents is always a good path forward.
I hope this helps.
@@joshuamorris1851 Yes sorry, I was directing the question to you actually. And from your reply, some of my questions have been answered, the rest also should be if I follow your advice/suggestion and get to it. Thank you.
aged like wine
Working in Unity feels like you're fighting the engine instead of making a game. At least that was my experience, getting errors right after you create a new project is not a good look.
I love bread. I might go dough.
Godot will be bread when 4.0 comes out.
@@Mik-kv8xx theres still some yummy
@@harukills it's still better than unity bread as dough, imagine how tasty it will be when it comes out of the oven
@@Mik-kv8xx yummy
Bet you feel good about your decision now, don't you?
Your decision aged like fine wine
this guy avoid a nuke
Well. We know the answer now!!! Godott! No dumbass fees lets goooooo indie devs dont have to go bankrubt
This aged like fine wine.
bro predicted the future
man dodged a giant f-ing bullet from the future, aged very well.
I also moved to Godot, but I did so only 3 days ago.
Back when I was a kid and didn't know how games worked, I wondered if 3d games just saved millions of photos and just stitched them together using an algorithm.
Coming back to this video now that Unity has officially lost its mind.
This aged well
I've switched back and forth between Godot and Unity a couple times. Unity has always been confusing to me. Perhaps ironically I've never had an issue picking up C# (I'm a software dev professionally) so the coding in Unity was easy. But the UI and just figuring out how to do anything in the engine has always been painful. I'm used to just figuring things out as I go, but with Unity I always needed a tutorial for every little thing. With Godot I rarely need a tutorial. The docs and engine are usually intuitive enough on their own. I've even switched to C# with Godot (and then I switched to Rust, but now I'm switching back to C# because it's better supported going forward). Unity is much larger than Godot too, so with Unity the learning curve is much steeper and longer, while in Godot I feel that I've already got a good grasp of how everything works. It follows a consistent design and the node system is really intuitive for me (given my background in OOP).
Awesome to hear you've found the right engine!
Yeah, the first thing that comes into my mind nowadays when I hear "Unity" is "confusion".
It's become so fucking confusing and inconsistent. 3 different rendering pipelines (plus "this package doesn't work with URP, that one not with Built-in and this one not with 2021.2.34g and later because...um..."), 2 different input manager-whatever-things (of course entirely incompatible with each other), packages that stay in "preview" (or what it's currently called, i think in the latest alpha it's now "pre-release", not even _that_ is consistent!) forever and then all of a sudden switch to "deprecated" or just disappear entirely, features go in, features go out, let's try this, let's try that, ah shit, we should've kept that...ah well, guess nobody will notice, let's move on! It's like walking across a construction site without a hard hat - here something is being built, there something is torn down, gaping holes in the ground over there, shit on the floor you constantly trip over and you're always scared that some asshole drops a hammer from 10m above that smashes your skull...
@@zeropointzer0what a vivid description
godot has a bigger learning curve because it has very less tutorials and guides on how to do stuff in 3d, especially related to combat
With Godot, I'm working on converting my Unity project to it using C# and honestly, it is WAY easier even WITH it than I thought.
that's great to hear!
As for GD script not being super useful outside of Godot - it has a lot of similarities to Python, so there's that at least! Look forward to more Godot content from you :)
Good point!
It's pretty much syntactically identical to python, it would just be a case of learning how python fundamentally works (pip packages etc)
And besides, Godot I feel is an engine designed for someone who already knows how to code. Once you can code generally, you can pick up gdscript in an evening or two.
and python isn’t super useful outside of data science and machine learning, so I guess we’re back to square one
@@priestoffern1608 Hah, yeah I can't speak to that. Not much of a coder myself yet - but python has been the language that I've been able to understand more than any so far.
Isn't there a c# version of Godot?
I've been using Godot for about 2 years now, you will absolutely not be disappointed.
I absolutely agree with your opinion on Unity seeming really complicated. I’ve made several games (I’ve only actually released one which was for a game jam) with just vanilla JavaScript and the difference in experience is absurd.
Unity has so many concepts to learn that it just gets frustrating. Especially with scripting, Unity just has an insane number of keywords, methods, components, etc… that it forced me to either look for a tutorial or to read through the API documentation for hours. Even then that sometimes doesn’t help.
One such example is trying to use shadows with unlit shaders. You just have to put in some arbitrary keywords and then it just does it, but it says this nowhere in the documentation from what I can find and I just had to look it up and found someone else who figured it out.
Just stupid things like that, which, admittedly, are absolutely possible in other game engines, I just haven’t really had time to run into them there.
Yeah I can understand what you mean. Although I've only briefly worked in it, it does truly seem like whenever you're working with the engine your just duct-taping together something that works lol.
Guys, it depends what you want. If you want a hobby/solo indie dev you can choose any engine. If you want to work in a game industry you choose Unity or Unreal, depending on the size of the project you want to be a part of. Choosing an engine just because you like programming in it more/feels better is a terrible idea. It takes a lot of factors but I can tell you that finding a job after doing Godot 2 years will be hard and it would be easy if you did it in Unity/UE.
So, be smart with your choice and think really hard what you want to do. Work in a company or do it as hobby until you make it/don't make it. Or both, I do both currently so switching to Godot would be like shooting myself in the foot.
Personally, if you want to have the most chances for "success" as a solo dev/very small team. Unity hands down. Again, this is just a personal opinion and you could find success with any engine. Construct 3, PlayCanvas, Unity, Unreal, Godot, GameMaker, Babylon, etc... (used most of them at some point but Unity/Unreal would be my only picks. Not because I prefer them but because they have the best chances for a good outcome and to make your life easier in making the game).
Just to make a nice joke, and make some of you question things, you can actually code in C++ in Unity and apply it to the GameObject.
I agree, Unity and Unreal definitely have the most job opportunities. I mean like I said in the video I'm not interested in pursuing game development in a corporate/career sense. I only want to pursue it as an indie developer.
Yes, thank you and god bless you for saying this. I ended up choosing godot due to all the high praise it's getting recently and only realised my mistake 2 months later. Now having to switch to unity from godot is kinda brutal
I thought my n64 controller predicted exactly what I was going to do in majora's mask and at what time
Great video! I'm switching to Godot soon too, I just have to wrap up my main project first. Funny enough I didn't even know there were other options 3 years ago when I started. I just typed in "How to make a video game" and the first result was a Unity tutorial.
Over those 3 years though (and while working on this main project) I've learned and used many other engines and about what I want from an engine. And my first and strongest desire was that I owe nobody, no license or payment plan. If I put in the work, then I reap the benefits. Imagine if a sculpter had to log in to an account and pay a licence to sculpt! Or a painter needed a pro license to oil paint (standard license only gets acrylic)! Or if all art had a stamp on it saying "made with x tools". Although lots of art is like that (people who rent instruments for example, or Photoshop as another) so it's just my thoughts. I prefer to pay once and own it, and in the case of game engines have source access too. Mixing art and freemium licences in such a way feels too unnatural for me, when there is an alternative. But that's just my first reason.
I look forward to seeing your Godot tutorials.
Also, I beg you, please pronounce the engine name correctly! I haven't seen anyone in this community pronounce the name of their own engine correctly, and I wanted to ask for you to lead the way. In the "Press Kit" section of the Godot website it says the name should be pronounced "God-oh". Not "Guh-doh". It took me a week to switch the name in my brain after I learnt that. I also watched the play the engine was named after, "Waiting for Godot", on TH-cam.
Still, I look forward to seeing what you make in Godot.
I hope I didn't bore you! This was a lot of writing and revising.
I 100% agree with what you said, it makes plenty of sense to not want to owe a corporation for something you made yourself. I also believe that single time purchases, even if they are expensive, are infinitely better than payment plans. I liked how you compared game development like any other artform. I'm glad that you look forward to my tutorials I hope I don't disappoint lol.
Thanks for the tip about the pronunciation , I had no idea! I truly thought that there was no accepted pronunciation haha. I really appreciated this comment, thank you!
@@froguish I really appreciated this video, and this reply, so thank you!
@@xenoparrot Anytime! :)
I work with phaser3 in my day-job and wanted to learn making games in either unity or Godot. I used unity for a while and felt that it's complex for me, so I've shifted to Godot recently.
I subscribed to your channel, Looking forward for more videos on Godot.
People still use that? I would choose React-Three nowadays.
@@Etienne_H We do 2D mostly, Phaser3 has all the features that you need to build a complete 2D game, It even has MatterJS integrated, which is one of the best 2D physics library
@@mohanvaddi good to hear it 😁 I want to improve my JS Skill making a Game with phaser. Could it be a good choice?
@@Vrum89 Yeah, Go for it. But there's another library called Kaboomjs, which is also quite good, I think it's a bit easier to start with If you're new to building games in JS, but there are very less tutorials for that.
@@mohanvaddi thanks a lot! My focus (even if I love videogames) it's to create a good knowledge of js (I worked as a developer in a closed system (SAP) for 10 years and I need to upgrade my skill knowledge :) )
I'm looking forward to dive into Phaser (tutorial and community are also more important then the framework itself) ;)
Bro is an astrologer
He predicted a meteor's path and avoided it
1:45
YES!
I can write a program a heck of a lot faster in pure code than in unity.
It's just weird, though it does help a lot. Until I get used to it I will likely remain slow with it.
I came to similar conclusions with my choices. Good to see more Godot devs.
Who's here after the new Unity business model announcement?
Literally everyone? You can't reply to this comment before it happened lol
I chose to follow you, i myself are starting with Godot as well.
I never made games, but my nephew is wild for it. And i wish to learn it toghether with him.
Godot talked to us for various of reasons, a big one was open source, the included documentation and also it seems like their community is heavily growing and that there is alot of time spent by various bright minds on Godot.
Godot has so far been easy and a fun ride for us, and yes - there surely is ALOT of things we haven't understood yet. But we have all necesary documentation to learn it toghether with tutorials about how certain stuff is done.
As you said what prop. needs to change and get better with Godot is Tutorials and maybe some more challenges like "Pass the game", and smaller tournaments etc. where you get behind the scenes with a developer while said developer has 24 hours or such to build a portion of a game.
Then the next follows etc.
Since such videos gives a major insight into the choices and thoughts of the developers. Which alot of times helps just as much as a whole tutorial video.
Those kind of videos normally also gains alot more views than simple tutorial videos. Because they are quite fun. :) so could also help grow the overall footprint of Godot.
I would love for someone to develop a reinforcement learning plugin for Godot, like ML Agents in Unity. Doesn't have to come out of the gate full featured like ML Agents, but maybe little by little, with new features added in time.
1:59 - 2:13
this was one of the reasons i quickly switched to using godot when i started trying to make games; unity's editor gives me an anxiety attack just looking at all of the stuff in my face, and it's all a little vague in some parts. i like the structure of godot, it's clean and doesn't require the user to look through videos to even figure it's editor out properly.
my main decision for going with godot is it's simplicity; with godot, i can prototype a character controller of any kind in literal minutes. i was never able to do that with unity, and quick iteration is my go-to route for game projects. and while there are far less tutorials, the documentation of godot explains everything well, especially the nodes it structures it's editor around. all around i think it's a good engine, and even if people prefer unity or unreal or any other engine, i'd still recommend trying it because it's a nice breath of fresh air, a decent all-rounder and the Godot 4 features that will be available are very exciting :)
Well said! I really think that Godot 4 will revolutionize game engine standards.
@@froguish well edited video btw! keep them coming, you have my sub :))
@@TheInfamousLegend27 Thank you!
I was watching your video and was thinking you had like atleast 10k subs already and there you are sitting at close to 600. You definitely deserve more, keep it up!
these video will grow so much after yesterday events :D:D
what is that funny purple rock at 4:16? I'm currently using Notion and i would like to see something simllar to this, especially that you compare this to change from micrsoft to linux
it’s called obsidianMD and it’s like Notion just without a lot of the features and more about note taking, you can do some pretty neat stuff with
@@froguish wow sound pretty cool, thank u for respond!
of course :)
I started game dev with unity as a hobby, but I recently got into Godot and I have to say I highly prefer it over unity. Not only it feels intuitive to use with it's own scripting language and node system, but it has a really great documentation. It is such a treat when I feel like I can understand everything about an engine just by reading its own documentation and tutorials. I also don't agree that coding with Godot doesn't give you useful skills outside of game dev. You can learn a lot about object-oriented programming and design patterns which can be useful regardless to what language you use.
Hey, welcome to the Godot community! And what you said 6:58 is the best thing a gamedev can do: make the same prototype in each of the engines, to learn the differences, pros and cons between each one of them. It's a healthy exercise and you end up learning a lot, plus you bring workflow things between each one of them.
godot support external editors for the code
I've switched to Linux as my main OS too. Great video, we have similar experiences with unity as far as needing to watch a full lecture to do anything
holy shit. i got half way through the video and realised you only had 195 subs. your video quality gives off the impression that you have WAY MORE. you got a new sub
Thanks :D
Lol I'm still using Scratch sometimes because of how simple it is, and because you are not really limited by errors/not working libs (it doesn't have any). It's also one of the only languages I know that includes a real "visuality", and is able to render itself lists and variables.
I tried GameMaker, and it's pretty easy but it's monthly paid subscriptions to export are maybe too munch for me...
Didn't know the existence of Godot until a few weeks ago, I'll maybe try it out
Whats the substitute for notion at 4:20? I’ve been looking for a new software like that and notion was too complicated for me ñol
It's called ObsidianMD or just Obsidian. It's a lot more "barebones" than Notion if that's what your looking for. You can add plugins to give it more features but that can be a bit complicated. Honestly, one of the driving reasons why I see people moving to Obsidian is due to how customizable it is, and that it runs easier. Another feature to note is that it's all locally stored so if you wanna sync between devices you need to figure that out, Obsidian offers syncing at a paid price aswell.
4:22 I love Resolve and Obsidian, and I'm considering switching to Linux but the only thing stopping me is compatibility worries tbh. Great, very relatable examples and very useful video.
What?! Only 230 (well 231 now) subs? A crime! What an awesome video.
Been using Unity for 6 1/2 years, I have to stick with it right now, but...
Godot has no sign in.
Godot has waaaaaaaaaaaaaaaaaaaaaay less bloat.
Godot has Vulkan.
Godot installs for less than
Companies like Lone Wolf Technology and Pineapple Works provide console porting services for Godot.
Like the other commenter said, maybe you can find other solutions for porting to consoles from Godot. Hopefully you find the best choice for your situation!
@@error_27 I think they do this through translating the GLES 3.0 shader code to NVM Nintendos shader code, and also it’s possible because Godot is open source. Generally on a low level, you’ve got Window, Input, Audio, Graphics, Networking, maybe I missed one, and sub categories from there.
U can't port to consoles on Unity except u pay for the Plus, Pro or Enterprise verison
You should go to your nearest gas station or liquor store right now and buy a lottery ticket because you pretty much dodged the Tsar Bomba thermonuclear bomb with your decision to use Godot over Unity at this point after seeing the recent drama with Unity anyway.
i think you have a lot of potential on youtube and on game dev, subscribed for this journey!
3:00 It is possible to configure an external code editor. You can even debug scripts with visual studio code.
Thanks for the tip!
Unlike AI, Godot will get better with time
0:35 It's called "The discrete charm of the (Universal) Turing Machine"
I'm not referring to you, but I hate it when someone says a specific program is bad just because they can't learn to use it.
Hi! I'm a Godot user myself. I've been using Unity (and still have it installed) but, today, I'm developing a game in Godot. I'm "kind of" trying to make videos to show my progress. Honestly, I like Godot much more then Unity, despite the lacks it has. Especially in 3D. One of the things that I miss the most is the LOD feature. But I heard its coming, in Godot 4. Usually, I don't comment on videos but, in this case, I had to congratulate you, for your effort. And, by the way, I'm a new sub of your channel. As always, if you need anything, in the Godot/Blender/Gimp subject, I'd be glad to help. Best of luck!
"Unity C# is useless"
Meanwhile Godot's GDSCRIPT:
I didn't say it was useless. I said that it's "useless" in terms of a larger scope outside of game development and even that was a bit of exaggeration.
In my opinion, I feel like Clickteam is a really good engine (especially for 2D) that gets not a lot of attention. Godot is great, but with Clickteam, it's so organized and colorful, it makes it fun, and making commands is so straightforward you can get a lot of work done in a short amount of time. A hope you consider it, because it saved me a lot of headaches trying to learn GDscript and where everything is.
You must be a kid
@@lowlevelhaunt considering you recommend Markiplier and other children channels, I won't be surprised if you are a child.
I've made games in clickteam in the past, and what I've learned is that it can be hard to find the code I'm looking for, even with all of the organizational tools it offers. Its fantastic for small games, but I've personally had troubles trying to make large projects in it from a code perspective. Global events ends up becoming a really large and tall monolith of groups and other various code.
I do however, really like it's sprite editor. It's cool that it has one 🙂
It's might have also gotten better with age. I was using the standard 2.5 (not plus) so maybe my suffering has been fixed since then, haha
@@Cameo221 what kind of code are you looking for?
@@jameswoodland2719 Any code, really. Attempting to context switch from one section of code to another feels like a hassle. But it was also years ago so I don't remember much. I'd probably handle it better nowadays.
I have just really grown fond of storing code into separate files with clearly written namings. Not being able to organize code by folders/files feels more difficult I guess
1:00
YOU HAVE A LOVELY MUSIC TASTE
Thank you :)
Since one of the Unity 2020 versions, there are frequent loading bar popups, that block the whole editor until application reload, reimporting, whatever finishes.These frequently take more than 10 seconds and appear when you do seemingly unrelated actions, like.. clicking on an asset? How is this even acceptable? Also, starting up a small 2D prototype project is more than a minute, and again, have fun staring at that loading bar. And then on the forums the devs have the audacity to claim that it always happened, just without the loading bar, which is a lie, the 2019 versions did not have this issue. I had a weaker PC and still released games, when now I can't even finish prototyping out of frustration. Well, Godot does not have this issue, it's fast to pick up, and it is getting better by the day.
As for the programming languages, they are just tools. The programming fundamentals, algorithms and data structures don't change. Both C# and GDScript will give you enough transferrable skills to land a junior corporate job. For higher levels none of them help you, because you'd need to know different patterns that gamedev does not teach you, services, integrations, tools, etc.
What's the app you use instead of adobe premiere?
Davinci Resolve 18 (Free version)
your videos are really good what editing software do you use?
(Free version) Davinci Resolve 18
I recognize linux and resolve, but what software are you using as a substitute for notion at 4:19? I've been looking for something like that
It's called ObsidianMD or just Obsidian, its a local note-taking app that is referred as your "second brain". It looks pretty handy for note-taking and it has a wide range of community built plugins. It's probably not as robust as Notion but it runs better and has a better degree of customization.
@@froguish My main problem with notion was the lack of customization, so I'll definitely give it a look. Thanks!
@@itsdabenji9518 No problem!
Welcome to the team.
Just to point out Godot Mono kinda defuncts your point regarding GDScript being an isolated language, making it superior to Unity, especially in Godot 4 where they actually use dotnet 6 which means you're literally writing just another C# project. Godot 3 Mono was mostly like that however it operated from the principal of managing the backend a bit with mono, in Godot 4 everything is native dotnet behavior supported by the dotnet sdk, you could (though why would you) fundamentally write a wrapper around the Godot tools, call that, and could make drop in replacement wrappers so you can make converting your game a lot simpler. Since it operates based on dotnet and mono which compile it directly, everything done with Godot Mono is just as applicable anywhere else. Also Godot supports other language bindings, especially Godot 4 with GDExtension, so you can use any language you want. Unreal, Unity, and Gamemaker don't even compare on that. (and you don't need to recompile the engine to do any of that which is a double plus)
As an aside none of the other game engines have better input or GUI tools then Godot, and with Godot being less then a gig (or only a gig with 3D in Godot 4) and its project startup taking less then 10 seconds, with Godot 4 especially I'll probably never consider going to another engine (especially in knowing C# and C++ for which can also contribute to Godot, which I have, or modify it or extend it with GDExtension, which I'm also doing right now) And with the template system it makes developing for multiple platforms trivial, when console support comes (it'll probably be through W4 which will be the official console publisher for Godot) Godot 4 could easily take the world by storm.
That's exciting to hear! I had no idea that Godot integrated C# to that degree. I always thought GDscript was the primary way of scripting and that using C# would be more of a gimmick. I'm definitely looking forward to Godot 4.0. Thanks for the input!
3:09 isn’t there native c# support within godot?
Yep, that’s my bad
Great video!! Anyways looking forward to your godot tutorials.
Another hobbyist/indie dev diving into Godot? Welcome home!
this has been my internal debate for a while, I'm still pretty new to coding but I kinda decided to go for Unity because I felt that I could apply to dev jobs more easily in the future with an engine more widely used... But in reality I always get stuck in the learning process and feeling that I haven't learned anything, and from time to time I'm second guessing to go try Godot instead.
just try them both out and decide which one you like better! but I understand if you wanna learn unity for future jobs. Alternatively you could learn both but that might be difficult
Wow MAN finally somebody i can relate To. Droped starting Unity three times already just because I cant handle too much on screen and in my head, so I get lost everytime. Thanks for inspiration with Godot!
I hope you find success with Godot!
I was started working on unity 5.6. to hobby At the time didn't had a clue on anything, when 2017 was released. They changed the look and dropped monodevelop support, So I had to use visual studio what took aourn 15min to open. Sometimes later I heard from godot, suprised it size and how my pc doesn't die from it. Hovewer after a month i gave up Godot, mostly the node based scene just to much for me.
That's fair enough, but if you really wanna use Godot I'm sure you can learn it!
I'll definitelly try it again when 4.0 finally comes out. Especially that there's an mobile version to!
Godot does have mono version allowing C# usage, there is also the open source API's as well.... like you stated in the video.
Hope you have a great day & Safe Travels!
I was learning SDL2 to learn C better I wanted to learn unity to make more complex games but for the same sort of reasons you mentioned every time I tried learning unity it felt clunky I might give godot a shot
also how do you only have 700 subs these videos are high quality
Thanks for the compliment!
you are so underrated bro. your editing mixed with your research and script-writing skills surpass most of the top youtubers of your category. great video!
You have really low standards bud.
Remember this, the best engine is the one you use the best and the most experience you have
Very true!
Watching you vid through, I want to add that, C# in Unity uses a much older version of .NET like 4.0, we're on 7.0 now.
C# is also Microsoft-centric. If you want to use it to learn programming you're basically locking yourself into the Microsoft Visual Studio ecosystem. GDscript is very close to Python, and Python is the most used scripting language on the market. Godot 4 brings Vulkan, everything is gonna change next year.
There's only ONE problem with Godot really, and that is they could definitely become the next Unity3D in the next 5 or so years, with how incredibly good the software actually is.
If they stay open source hopefully that doesn’t happen haha
@@froguish There are many other free up and coming engines too remember. A senior developer friend recently told me ‘You should always assume a companies gonna go full Disney some day’
I’m currently studying Game Design at Uni and it primarily focuses on using Unity and C#. Now, I really want to switch to Godot but i’m worried that my brain explodes from having to learn two game engines at once, any recommendations? could it be worth it to learn Godot as well as Unity? or should I just focus on Unity until I finish my studies?
Honestly it's hard to say since, it depends on the person. If you think that your brain will explode from trying to learn two things at once then don't do it! But, if you're not sure, maybe try it out for a bit and if everything feels like too much then you know to dial it back a bit.
Excited to see the godot tutorials. Hopefully you succeed in making them.
I recommend if you working in Godot for games for console, recommend you investigate, for create builds require of an external company. 👀
Is a good engine but have this tiny detail!
I have heard about that, and to be honest, i'll worry about that when I get there lol
If u use C# in Godot, there is an option to add external code editor idk if same thing applied for normal
Great video, hopefully Godot serves you well... but what's up with your volume!!
Yeah I didn't realize that it must be pretty quiet. I'll definitely mix it better next time, thanks for letting me know.
I have switched to different gameengines and frameworks multiple time and in the short time i am using godot, it works the best for me
just make a source game
or make an engine in C
then write it all in assembly
and then get bored so then you write it in 1s and 0s
simple.
Onion riiing
Thanks, this video was useful. I really like how unity can do some things but as someone who used a lot of game maker, I feel like godot would be the second option until the dust clears with the merge
3:02 - you are wrong there is quite good gdscript plugin for VSCode
Glad to see i was wrong on that!
All the emojis being blue feels so cursed
Also do you know where I can find something that defines all the things in GD script?
I'm not sure, but after a quick google search I found this docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_basics.html
@@froguish it seems my monkey brain needs to start somewhere simpler first, but thank you for finding this for me.
@@creeperizak8971 Anytime, make sure to check out the youtubers I mentioned in the video, GDquest and Heartbeast.
0:14 I just always thought they drew a bunch of pictures of every possible scenario of the game and showed them to you based on your input. Basically how animations are made but so complex it wouldn't be possible. How naiv of me...
Hello I also have started making videos for Godot, good to see more people coming to use the engine!
Main reason I chose godot was its simplicity in its engine core. Unity felt bloated.
Be cautious of the “grass is greener” effect, tho. Godot has some glaring weaknesses compared to Unity, especially with 3d. Also, despite being easily extensible, Godot has a tiny fraction of the amount of quality assets available to Unity users.
That’s a fair statement to make. Although I’m hoping that with my channel I can bring some more light to the engine.
That's why I am not switching since unity is a lot better 3D wise.
the reason I took the blue pill is because when I tried to follow a tutorial with unity it just didn't work even if I followed it to perfection and I know I followed it to perfection because it worked once and then stopped working even when I reverted back this is why I use godot it is actually consistent
If you're trying to get a job in the industry.. unity if you're a hobbyist or intend to be self employed Godot
if you are switching from the "big guy" to the "lesser known guy" , you should switch to Kdenlive from Resolve
Godot road to volosk is made with Godot it looks like a good game
I use both Unity and Godot, Unity for freelance work, and Godot for a part-time job. This brings forth the biggest flaw of Godot and gdscript, It's a pain in the ass in large teams and has poor expandability. Unity's C# is way better in pretty much every way, having namespaces, advanced inheritance, interfaces, better performance, honesty, and, most importantly, better IDE integration.
Godot's UI is also a massive hinder to my productivity, there is too much useless design clutter and NO FLOATING WINDOW SUPPORT, this one hurts the most, I have multiple screen please let me reduce the clutter.
The debugger is pretty neat, tho, i have to give it that, but the rest is not very nice. I could go on and on about reasons why Unity is better in practice, not in theory.
Valid criticism!
Welcome to the cult of Godot! Looking forward to future videos from you
Im currently dabbling with engines. I spent the last month with unity, and just cracked open Godot today. So far it seems.. easier than Unity.
Great video!! I love the analysis, looking forward to your upcoming game building series! You should twitch your time building and playing with each engine.
hmmmm, "own subsystem of c#" - I think you may be confusing the language with the context in which it is used and... they are very different
yeah tbh i didn't really know the right term to use
I honestly prefer unity for these Reasons
1. I believe you have more freedom with unitys C# coding
2. I tried Godot and did not like it to much
3. I enjoy the text coding of unity
I actully have my unity project open now
Fair enough!
okay sonic colors ultimate was made in godot which is an example of a successful game
And cruelty squad was very successful too.
As of right now opening unity ,clicking in a project or trying open visual studio I gotta wait 45mins lol yeah I’m switching to GODOT
Programming - “the magical shit that holds everything together”
Undertale sfx and omori music
marry me bro
I've been using godot for about a year and I have switched to Godot 4 a few months ago and I must say, I fucking love it and it has so much potential. I just don't recommend Godot 4 beta for newcomers yet because of the lack of tutorials, which might make things difficult since Godot 3 GDScript 1.0 and Godot 4 GDScript 2.0 are very different. For anyone new with Godot: Stick to Godot 3 as almost every tutorial will be towards it.
a Game Engine that i enjoing to create Project, are Gdevelop 5 . If you dont mind , take a look and say what you got.